Systems and methods for providing and using proof of in-game participation by unique digital articles

ABSTRACT

Systems and methods to provide and use proof of in-game participation by unique digital articles are disclosed. Exemplary implementations may execute instances of a game; manage player accounts associated with the players; record usage information pertaining to player-owned unique digital articles on a permanent registry; determine whether in-game player-controllable virtual items participated in in-game events; generate sets of video information depicting the in-game player-controllable virtual items participating in the in-game events; and record references to the sets of video information on the permanent registry such that the video information is accessible for viewing by users of the permanent registry.

FIELD OF THE DISCLOSURE

The present disclosure relates to systems and methods for providing andusing proof of in-game participation by either unique digital articles,correlated in-game player-controllable virtual items (e.g., characters),or both.

BACKGROUND

Online gaming platforms are known. Many types of digital articles areknown. Distributed registries are known techniques to produce a securerecord or registry of rights pertaining to assets or articles,transactions, and other information.

SUMMARY

One aspect of the present disclosure relates to a system configured toprovide and use proof of in-game participation (e.g., participation inin-game events and/or otherwise being part of the in-game events) byunique digital articles. The unique digital articles are associated within-game player-controllable virtual items configured to be used ininstances of games within an online gaming platform. The system mayinclude the online gaming platform, a registry server, and/or othercomponents. The system may include one or more processors configured bymachine-readable instructions. The system may be configured to execute,within the online gaming platform, an instance of a game to facilitatepresentation of the game to players, and implement in-game actions inthe instance of the game in response to in-game action instructions forthe in-game actions by the players. Presentation of the game is based onviews of the game that are determined during execution of the instanceof the game. The players may include a first player and a second player.The system may be configured to manage player accounts associated withthe players. The player accounts may include a first player accountassociated with the first player and a second player account associatedwith the second player. The first player account may include a firstaccount inventory of a first set of virtual items. The second playeraccount may include a second account inventory of a second set ofvirtual items. The first player controls the first set of virtual itemsin the first account inventory. The second player controls the secondset of virtual items in the second account inventory. The first accountinventory may include a first unique digital article that is associatedwith a first in-game player-controllable virtual item configured to beused in the instance of the game. The second account inventory mayinclude a second unique digital article that is associated with a secondin-game player-controllable virtual item configured to be used in theinstance of the game. The system may be configured to generate andtransfer sets of instructions to record and/or modify a first set ofusage information pertaining to the first unique digital article and asecond set of usage information pertaining to the second unique digitalarticle. The first set of usage information may include first metadataspecific to the first unique digital article. The system may beconfigured to implement a permanent registry. The system may beconfigured to receive and execute (i) a first set of instructions torecord, on the permanent registry, the first set of usage informationthat controls usage by the first player of the first unique digitalarticle, and (ii) a second set of instructions to record, on thepermanent registry, the second set of usage information. The second setof usage information controls usage by the second player of the secondunique digital article. The system may be configured to determinewhether the first in-game player-controllable virtual item participatedin a first in-game event (e.g., used actively and/or passively in thefirst in-game event). The system may be configured to generate a firstset of video information, wherein the first set of video informationdepicts the first in-game player-controllable virtual item participatingin the first in-game event. The system may be configured to store thefirst set of video information at a first location in electronicstorage. The system may be configured to generate and transfer a firstset of instructions to modify the first metadata. The system may beconfigured to receive and execute the first set of instructions torecord, on the permanent registry, a first modification of the firstmetadata. The first modification may add a Uniform Resource Locator(URL) that refers to the first location of the first set of videoinformation.

Another aspect of the present disclosure related to a method ofproviding and using proof of in-game participation by unique digitalarticles, wherein the unique digital articles are associated within-game player-controllable virtual items usable in instances of gameswithin an online gaming platform. The method may include executing,within the online gaming platform, an instance of a game to facilitatepresentation of the game to players, and implementing in-game actions inthe instance of the game in response to in-game action instructions forthe in-game actions by the players. Presentation of the game is based onviews (or view information) of the game that are determined duringexecution of the instance of the game. The players may include a firstplayer and a second player. The method may include managing playeraccounts associated with the players. The player accounts may include afirst player account associated with the first player and a secondplayer account associated with the second player. The first playeraccount may include a first account inventory of a first set of virtualitems. The second player account may include a second account inventoryof a second set of virtual items. The first player controls the firstset of virtual items in the first account inventory. The second playercontrols the second set of virtual items in the second accountinventory. The first account inventory may include a first uniquedigital article that is associated with a first in-gameplayer-controllable virtual item configured to be used in the instanceof the game. The second account inventory may include a second uniquedigital article that is associated with a second in-gameplayer-controllable virtual item configured to be used in the instanceof the game. The method may include generating and transferring sets ofinstructions to record and/or modify a first set of usage informationpertaining to the first unique digital article and a second set of usageinformation pertaining to the second unique digital article. The firstset of usage information may include first metadata specific to thefirst unique digital article. The method may include receiving andexecuting (i) a first set of instructions to record, on a permanentregistry implemented by a registry server, the first set of usageinformation. The first set of usage information controls usage by thefirst player of the first unique digital article, and (ii) a second setof instructions to record, on the permanent registry, the second set ofusage information. The second set of usage information controls usage bythe second player of the second unique digital article. The method mayinclude determining whether the first in-game player-controllablevirtual item participated in a first in-game event. The method mayinclude generating a first set of video information, wherein the firstset of video information depicts the first in-game player-controllablevirtual item participating in the first in-game event. The method mayinclude storing the first set of video information at a first locationin electronic storage. The method may include generating andtransferring a first set of instructions to modify the first metadata.The method may include receiving and executing the first set ofinstructions to record, on the permanent registry, a first modificationof the first metadata. The first modification may add a Uniform ResourceLocator (URL) that refers to the first location of the first set ofvideo information.

As used herein, any association (or relation, or reflection, orindication, or correspondency, or correlation) involving servers,processors, client computing platforms, players, player accounts,inventories, articles, digital articles, requests, manners of usage,exchanges, challenges, offers, in-game actions, video information,accessibility, sensitivities, locations, awards, adjustments, ownership,permanent registries, responses, denials, contracts, metrics, metricvalues, scores, gains, trigger events, incentives, proposals, sets ofinstructions, operations, determinations, distributions, transfers,transactions, presentations, interfaces, notifications, and/or anotherentity or object that interacts with any part of the system and/or playsa part in the operation of the system, may be a one-to-one association,a one-to-many association, a many-to-one association, and/or amany-to-many association or “N”-to-“M” association (note that “N” and“M” may be different numbers greater than 1).

As used herein, the term “obtain” (and derivatives thereof) may includeactive and/or passive retrieval, determination, derivation, transfer,upload, download, submission, and/or exchange of information, and/or anycombination thereof. As used herein, the term “effectuate” (andderivatives thereof) may include active and/or passive causation of anyeffect, both local and remote. As used herein, the term “determine” (andderivatives thereof) may include measure, calculate, compute, estimate,approximate, generate, and/or otherwise derive, and/or any combinationthereof.

These and other features, and characteristics of the present technology,as well as the methods of operation and functions of the relatedelements of structure and the combination of parts and economies ofmanufacture, will become more apparent upon consideration of thefollowing description and the appended claims with reference to theaccompanying drawings, all of which form a part of this specification,wherein like reference numerals designate corresponding parts in thevarious figures. It is to be expressly understood, however, that thedrawings are for the purpose of illustration and description only andare not intended as a definition of the limits of the invention. As usedin the specification and in the claims, the singular form of “a”, “an”,and “the” include plural referents unless the context clearly dictatesotherwise.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a system configured to provide and use proof ofin-game participation by unique digital articles, in accordance with oneor more implementations.

FIG. 2 illustrates a method of providing and using proof of in-gameparticipation by unique digital articles, in accordance with one or moreimplementations.

FIG. 3 illustrates an example implementation of a player interface, asmay be used by a system configured to provide and use proof of in-gameparticipation by unique digital articles, in accordance with one or moreimplementations.

FIG. 4 illustrates an exemplary view of interactive gameplay in aninstance of a game, as may be used by a system configured to provide anduse proof of in-game participation by unique digital articles, inaccordance with one or more implementations.

FIGS. 5A-5B illustrate exemplary permanent registries, as may be used bya system configured to provide and use proof of in-game participation byunique digital articles, in accordance with one or more implementations.

DETAILED DESCRIPTION

FIG. 1 illustrates a system 100 configured to provide and use proof ofin-game participation by unique digital articles in (noteworthy) events,in accordance with one or more implementations. In some implementations,this proof may be in the form of video information (e.g., video clips).The video information may depict a particular in-gameplayer-controllable virtual item (e.g., a player-controllable character)participating in a particular in-game event. Alternatively, and/orsimultaneously, the video information may depict a particular uniquedigital article or player participating in a particular in-game event.By virtue of the systems and methods described in this disclosure, thisvideo information may be associated and/or otherwise linked to theparticular unique digital article and/or its associated particularin-game player-controllable virtual item. Accordingly, anyone can accessthis video information, and thereby verify the proof, and verify thisparticular unique digital article and/or its associated particularin-game player-controllable virtual item participated in the particularin-game event as depicted in this video information. For example, aparticular player-controllable character may take part in the particularin-game event as a participant, and a particular virtual item such as amagical sword may be used in the particular in-game event. Accordingly,both the player-controllable character and the particular virtual itemparticipated in the particular in-game event.

In some implementations, selection of these events may be automatedwithin online-gaming platform(s) 105 (by way of non-limiting example,every time a player beats a particular level or opponent).Alternatively, and/or simultaneously, these events may be selected byusers and/or players in online-gaming platform(s) 105 that organize,host, perform at, and/or otherwise are related to the events themselves(by way of non-limiting example, an online party, concert, orcelebration). In some implementations, these events may be selected byan operator or administrative user or other stakeholder of online gamingplatform 105.

As used herein, the term “unique digital article” may refer to digitalarticles that are uniquely identified and/or uniquely identifiable,e.g., by an identifier or by identifying information. For example, insome implementations, an identifier or identifying information mayinclude or be based on a combination of different types of information,including but not limited to information regarding the type of a digitalarticle, a serial number and/or other numerical identifier of thedigital article, and/or other types of information. As used herein,rights pertaining to unique digital articles may be tracked, recorded,and/or otherwise registered on one or more permanent registries. Assuch, a unique digital article may be a registry-tracked unique digitalarticle. In some cases, these rights may include ownership. As usedherein, a registry is referred to as “permanent” when recordedinformation is expected to be immutable, and can substantially not bealtered or deleted (unless one or more of the fundamental principlesunderlying these registries is cracked, hacked, broken, and/or otherwisereverse-engineered). For example, these registries rely on certainone-way hashing functions that are expected to remain secure.

Individual unique digital articles may be associated and/or correlatedwith another entity (which may be referred to as a “correlated entity”)by virtue of technology provided and/or supported by the one or morepermanent registries on which usage information (e.g., rights)pertaining to the individual unique digital articles is tracked(including but not limited to smart contracts and/or other executablecode on the one or more permanent registries). Accordingly, usageinformation pertaining to a unique digital article may correlate to theprovision of one or more rights with respect to the correlated entity(e.g., control and/or other accessibility). Transactions involving aunique digital article recorded on a permanent registry may correlate tocertain transactions (or modifications) of the correlated entity, and/orvice versa.

In some implementations, correlated entities may be (or include) virtualitems configured to be used within online-gaming platform 105 (such as,for example, a player-controllable in-game virtual item or characterthat is usable within an instance of a game within online gamingplatform 105). Other types and/or combinations of correlated entitiesare envisioned within the scope of this disclosure, including but notlimited to physical and/or virtual objects, items, rights, memberships,grants, etc. The use of the singular “entity” or “correlated entity” isnot intended to be limiting, as multiple different objects, items,rights, memberships, grants, etc. may be correlated to a single uniquedigital article. By way of non-limiting example, a correlated entity maybe an art work, a ticket to an event, a subscription to certain mediacontent, a bundle of rights related to captured (or generated) audioand/or video information, ownership of or accessibility to distributiongains, and so forth. As used herein, the term “non-fungible token” or“NFT” may be used to refer to a combination of a particular uniquedigital article and a particular correlated entity that is correlated tothe particular unique digital article.

System 100 may include one or more of online gaming platform(s) 105,registry server(s) 111, administration server(s) 115, real-worldinformation server(s) 119, client computing platform(s) 104, userinterface(s) 125, server(s) 102, external resource(s) 138, and/or othercomponents. Some implementations use fewer components. Players 123 (alsoreferred to as users) may include one or more of a first player, asecond player, a third player, a fourth player, an administrative user,and/or other players. Players 123 may include players who play and/orotherwise interact on online gaming platform 105. As used indescriptions herein, any use of the term “player” may refer to player(s)123. Electronic storage 130 a, electronic storage 130 b, and electronicstorage 130 c may be similar to electronic storage 130 as describedelsewhere in this disclosure, though included in administration servers115, registry servers 111, and real-world information servers 119,respectively, as depicted in FIG. 1.

Instances of games may be executed within one or more online gamingplatforms 105. As used herein, online gaming platform(s) 105 may referto either an individual game (e.g., an interactive online game), a typeof gaming console and its ecosystem, and/or both. Online gaming platform105 may be configured to host (and/or execute instances of) the one ormore (online) games. Online gaming platform 105 may be operated, hosted,and/or owned by one or more stakeholders of online gaming platform 105.For example, a platform operator (and/or another stakeholder) may sellin-game digital items (e.g., characters, weapons, vehicles, mounts,totems, resources, etc.) to players 123 of online gaming platform 105.

Referring to the game and to online gaming platform 105, in someimplementations, individual players may own and/or control individualunique digital articles, correlated entities, and/or other virtualitems, and exchange these with (or to) other individual players. As usedherein, exchanges refer to individual players winning, losing,auctioning, selling, purchasing, trading, bartering, wagering, staking,and/or otherwise exchanging virtual items (directly, without a store orstore interface under control of online gaming platform 105) to otherindividual players or with other individual players. Due to an exchange,ownership rights of a digital article may transition from an originalowner to a new owner (even if there may, in some implementations, be oneor more intermediary and/or temporary owners during the process ofperforming the exchange). In some implementations, unique digitalarticles may be associated and/or correlated with other rights thanownership rights, such as, by way of non-limiting example, distributionrights.

In some implementations, distribution rights of (unique) digitalarticles may reflect rights held by the individual ones of the players123 to receive certain distributions of awards (also referred to asbenefits) upon exchanges involving the particular digital articles. Forexample, individual players 123 may own rights related to particulardigital articles that guarantee them awards upon (future) exchangesinvolving those digital articles regardless of whether the individualplayers 123 own those digital articles (at the time of the particularexchange). In some implementations, the distribution gains may resultfrom a particular action or activity (such as, e.g., a sale of aparticular digital article), e.g., within the online gaming platform105, of a particular digital article. As used herein, a distributiongain resulting from a particular action or activity may include one ormore of a portion of the proceeds of the particular action or activity,a fee related to the particular action or activity, a minimum paymenttriggered by the occurrence of the particular action or activity (or aset of particular actions or activities), and/or another arrangement forpayment and/or compensation, including but not limited to combinationsof fixed fees, minimum fees, percentages of sales, percentages ofprofits, and/or other arrangements. The term “portion” does not imply orrequire a percentage or ratio, but rather is intended to signify thatbeneficiaries (i.e., the players that hold the distribution rights) mayreceive something of value and/or use. The distribution gains mayinclude one or more virtual currencies such as virtual tokens, virtualstars, virtual points, virtual real-world currencies (e.g., US Dollars),and/or other gains that are based on the particular digital articles.

In some implementations, (unique) digital articles, correlated entities,and/or other virtual items may include and/or be virtual items that arenot fungible and may be usable within online gaming platform 105. Insome implementations, these may represent (three-dimensional) in-gameplayer-controllable characters that can interact with other (in-game)virtual items (e.g., characters) within online gaming platform 105. Insome implementations, virtual items may include one or more of weapons,toys, characters, abilities, skills, tools, pets, clothing, vehicles,mounts, game levels, missions, assignments, chapters, tasks, mini-games,restricted areas within a virtual space, restricted modes of gameplay,access rights within an online game, and/or other virtual items. In someimplementations, virtual items may refer to any item or object withinonline gaming platform 105 for which a player may use, own, sell, trade,destroy, and/or otherwise effectuate a change of ownership or control.

As used herein, a digital article is fungible if it is functionallyand/or physically indistinguishable from another digital article. Forexample, a payment token such as a Bitcoin is fungible. A digitalarticle may be non-fungible if it is unique, or one-of-a-kind. Forexample, a specific individual Crypt® Kitty™ may be non-fungible. Adigital article may be semi-fungible if there is a set of a limitednumber of similar but distinguishable digital articles. For example, alimited-edition BlankO™ or another in-game character may besemi-fungible. For example, one of a limited number of 2-dimensional or3-dimensional in-game virtual items may be semi-fungible. For example, adigital ticket to a show, concert, exhibition, and/or other event may besemi-fungible. For example, a piece of art or jewelry (e.g., as avirtual item or as representing a physical item) may be semi-fungible.As used herein, semi-fungible digital articles are considered as unique,“not fungible”, or non-fungible digital articles. In someimplementations, digital articles may be usable within one or moregames.

Registry server(s) 111 (e.g., registry server 111 a, registry server 111b, and so forth) may be used to implement one or more permanentregistries, including but not limited to blockchain 117 a, blockchain117 b (partially visible in FIG. 1), and so forth. In someimplementations, one or more permanent registries may be decentralizedand/or immutable registries. In some implementations, blockchain 117 aand blockchain 117 b may be maintained by distributed computingplatforms (not shown in FIG. 1). In some implementations, a distributedcomputing platform may be implemented by a set of client computingplatforms and/or servers (including, for example, one or more registryservers 111). The distributed computing platform may support a virtualmachine (not shown in FIG. 1). The distributed computing platform and/orthe virtual machine may form a runtime environment for smart contractsand/or other executable code. A distributed computing platform mayinclude electronic storage configured to store part or all of blockchain117 a. For example, the smart contracts may be stored on blockchain 117a, blockchain 117 b, and/or another permanent registry. In someimplementations, the distributed computing platform may be the EOSIOplatform. In some implementations, the distributed computing platformmay be similar to or based on the EOSIO platform. In someimplementations, the distributed computing platform may be Ethereum. Insome implementations, the distributed computing platform may be similarto or based on Ethereum. In some implementations, the virtual machinemay be a distributed and/or decentralized virtual machine.

In some implementations, at least one of the permanent registriesimplemented by registry servers 111 is a private permissioned permanentregistry (e.g., a private permissioned blockchain). The privatepermissioned permanent registry may be configured to record information.The recorded information may include (usage) information pertaining tounique digital articles that are associated and/or correlated within-game player-controllable virtual items that are configured to be usedin an instance of a game. The recorded information may include rightspertaining to the unique digital articles. Implementing the in-gameactions in the instance of the game may include, for at least some ofthe in-game actions implemented in the instance of the game,effectuating modifications to the recorded information pertaining to theunique digital article. For example, certain rights may be modified. Insome implementations, a unique digital article may be removed from onepermanent registry and added or recorded on another permanent registry.In some implementations, at least one of the permanent registriesimplemented by registry servers 111 is a public permanent registry(e.g., a public blockchain). The public permanent registry may beconfigured to be part of either EOSIO mainnet, Ethereum mainnet,Ethereum 1.5, Ethereum 2.0, a derivative of Ethereum 2.0 that isconfigured to perform transactions of Ether (ETH) between accounts, or aderivative of EOSIO that is configured to perform transactions of EOSbetween different accounts.

Elements of blockchain 117 a or another permanent registry may begrouped together in units that are referred to as blocks. For example,an individual block may include one or more digital articles (or digitalassets) and one or more transactions. For example, an individual blockmay be linked to one or more other individual blocks. Individual blocksmay be linked or chained together to form a structure of blocks and/or ahierarchy of blocks, such as, e.g., a chain of blocks. An individualblock may include one or more digital articles, one or moretransactions, smart contracts, and/or other information.

In some implementations, one or more permanent registries implemented byregistry servers 111 may be publicly accessible. In someimplementations, one or more permanent registries implemented byregistry servers 111 may be private and/or permissioned. In someimplementations, one or more permanent registries implemented byregistry servers 111 may be append-only (such that existing blocks areimmutable once they have been added to the registry). In someimplementations, existing blocks of one or more permanent registriesimplemented by registry servers 111 can substantially not be altered ordeleted, unless multiple copies are altered. This is unlikely to happenprovided that the multiple copies are stored on different computingplatforms, e.g., in different geographical locations. Permanentregistries may be replicated on multiple computing platforms, preferablyin multiple different geographical locations. Additionally, individualblocks may be linked together in a manner that prevents tampering, suchas, e.g., using a hash chain and/or digital signatures. In particular,hash values may be generated using fixed-output-length one-way hashingfunctions that take variable-length input, and may be effectivelyimpossible (or, at least, computationally infeasible) to reverse. Assuch, a hashing function may provide one-way encryption. By way ofnon-limiting example, the hashing function may be SHA-256, BLAKE2,SHAKE256, and/or another hashing function. Contents of individualblocks, transactions, and/or articles may be digitally signed in amanner that proves integrity and/or prevents tampering, e.g., byproviding authentication, as well as non-repudiation.

As depicted in FIG. 1, registry server 111 a may include one or more ofelectronic storage 130 b, processor(s) 132 b, machine-readableinstructions 106 b, (node of) blockchain 117 a, and/or other components.Machine-readable instructions 106 b may include one or more instructioncomponents. The instruction components may include computer programcomponents. The instruction components may include one or more of atransaction component 134, a receipt component 136, and/or otherinstruction components. In some implementations, an individual registryserver may be dedicated to a particular node of a permanent registry.Typically, different nodes are included in (or implemented by, or hostedby) different servers or different computer systems to increase thesafety and security of transactions on a blockchain. The consensusprotocol used for a particular blockchain will be harder to falsify orcircumvent when the different nodes are in different geographicallocations, on different types of computing platforms, and/or otherwisedistributed and diverse. As depicted in FIG. 1, blockchain 117 a mayinclude a unique digital article 15 (by way of non-limiting example,unique digital article 15 may be correlated with a player-controllablein-game character, as depicted, and rights pertaining to unique digitalarticle 15 may have been recorded on blockchain 117 a, as depicted).Registry server 111 b may include similar components as registry server111 a, including but not limited to blockchain 117 b and/or othercomponents.

Real-world information server(s) 119 may include one or more ofelectronic storage 130 c, processor(s) 132 c, machine-readableinstructions 106 c, and/or other components. Machine-readableinstructions 106 c may include one or more instruction components. Theinstruction components may include computer program components. Theinstruction components may include one or more of a transformationcomponent 139, a transfer component 141, and/or other instructioncomponents. As used herein, the terms “real world” and “real-worldinformation” refer to the physical world external to system 100 (andexternal to online gaming platform(s) 105, administration server(s) 115,registry server(s) 111, and real-world information server(s) 119), aswell as information obtained therefrom and/or otherwise based thereon.By way of non-limiting example, real-world information may refer toquantifiable and/or deterministic data about events and/or activity thathave/has occurred in the real world. By way of non-limiting example,results from competitions including sports are real-world information.Weather data, traffic information, stock prices, election results,results of real-world measurements, box office returns, financial marketdata, and thousands of other types of data are real-world information.In some implementations, an individual real-world information server 119may be dedicated to a particular type of real-world information (e.g., aparticular type of sport, or league, or team, or competition, ortournament, etc.). Real-world information servers 119 may be configuredto determine information based on events that have occurred in the realworld. This information may be referred to as real-world information.This information may be converted, packaged, and/or otherwise formattedso it can be transferred and used by other components of system 100,particularly by smart contracts recorded on permanent registries. Insome implementations, real-world information may include geolocationinformation pertaining to the events that have occurred in the realworld. For example, real-world information for a particular competitionmay include not only the results of that competition, but alsogeolocation information regarding the particular competition itself, orone or more competitor(s), and/or other locations that are related tothis particular competition. In some cases, a real-world informationserver 119 may be referred to as an oracle or oracle server. Aparticular real-world information server 119 may operate as animmediate-read oracle, a publish-subscribe oracle, a request-responseoracle, and/or as a different type of (blockchain) oracle.

Server(s) 102 may be configured to communicate with one or more clientcomputing platforms 104 according to a client/server architecture and/orother architectures. Client computing platform(s) 104 may be configuredto communicate with other client computing platforms via server(s) 102and/or according to a peer-to-peer architecture and/or otherarchitectures. Players may access system 100 via client computingplatform(s) 104. In some implementations, system 100 and/or registryserver(s) 111 may be configured to communicate with one or more ofonline gaming platform(s) 105, players 123, and/or other entities and/orcomponents, e.g., through one or more networks 13.

Server(s) 102 may include electronic storage 130, processor(s) 132,machine-readable instructions 106, and/or other components. Server(s)102 may be configured by machine-readable instructions 106.Machine-readable instructions 106 may include one or more instructioncomponents. Instruction components (for any set of machine-readableinstructions) may include computer program components. The instructioncomponents may include one or more of a game component 108, aninteraction component 110, an account component 112, a recordingcomponent 114, a sensitivity component 116, a performance component 118,a registry-analysis component 120, a notification component 122, adistribution component 124, an adjustment component 126, a videogeneration component 127, a registry component 128, a geolocationcomponent 129, a reward component 131, a presentation component 133,transaction component 134, receipt component 136, an input component135, a communication component 137, transformation component 139,transfer component 141, and/or other instruction components.Processor(s) 132 a, processor(s) 132 b, and processor(s) 132 c may besimilar to processor(s) 132 as described elsewhere in this disclosure,though included in administration servers 115, registry servers 111, andreal-world information servers 119, respectively, as depicted in FIG. 1.Machine-readable instructions 106 a, machine-readable instructions 106b, and machine-readable instructions 106 c may be similar tomachine-readable instructions 106 as described elsewhere in thisdisclosure, though included in administration servers 115, registryservers 111, and real-world information servers 119, respectively, asdepicted in FIG. 1.

Game component 108 is configured to execute, via online gaming platform105, one or more instances of one or more games. An instance of a gamemay facilitate presentation of the game to players 123. For example, theinstance of the game may be an online game executed with online gamingplatform 105. Game component 108 may be configured to implement in-gameactions in the instance of the game, e.g., in response to (action)requests for the in-game actions by the players. In someimplementations, game component 108 may be arranged, organized, and/orotherwise included in online gaming platform 105. As used herein, theterm “game” may refer to one or more games within online gaming platform105. In some implementations, the game may be provided via a virtualspace, and may include a plurality of resource types and/or maps.

The presentation of the game may be based on the views (or viewinformation) of the game that are determined during execution of thegame, e.g., as based on instructions and/or other input from players. Insome implementations, the view information may be communicated (e.g., bystreaming, via object/position data, via game-state transformations,and/or other information) from online gaming platform(s) 105, registryserver(s) 111, and/or other sources to client computing platforms 104for presentation to players 123. In some implementations, online gamingplatform(s) 105 may generate, capture, store, and/or otherwise recordinformation regarding the execution of the game such that the viewinformation that has been communicated to particular client computingplatforms 104 may be re-created or at least approximated. In someimplementations, the particular client computing platforms 104 maygenerate, capture, store, and/or otherwise record information regardingthe execution of the game that is based on the view information that hasbeen communicated to the particular client computing platforms 104, sothat this view information may be recreated or at least approximated.The view information determined and transmitted to a given clientcomputing platform 104 may correspond to a location in the virtual space(e.g., the location from which the view is taken, the location the viewdepicts, and/or other locations), a zoom ratio, a dimensionality ofobjects, a point-of-view, and/or view parameters. In someimplementations, one or more view parameters may be selectable by player123.

The instance of the game may include a simulated space that isaccessible by players 123 by clients (e.g., client computing platforms104) that present the views of the virtual space to a player. Thesimulated space may have a topography, express ongoing real-timeinteraction by one or more players 123, and/or include one or moreobjects positioned within the topography that are capable of locomotionand/or movement within the topography. In some implementations, thetopography may be a 2-dimensional topography. In some implementations,the topography may be a 3-dimensional topography. The topography mayinclude dimensions of the simulated space, and/or surface features of asurface or objects that are native to the simulated space. In someimplementations, the topography may include a surface (e.g., a groundsurface) that runs through at least a substantial section of thesimulated space. In some implementations, the topography may describe avolume with one or more bodies positioned therein. The instance executedby the computer components may be synchronous, asynchronous, and/orsemi-synchronous.

Within the instance of the game, players 123 may control characters,objects, simulated physical phenomena, and/or other elements within thevirtual space to interact with the virtual space and/or each other. Thecharacters may include avatars. As used herein, the term “character” or“player character” may refer to an object or group of objects present inthe virtual space, that correspond(s) to an individual player. Aparticular player character may be controlled by the particular playerwith which it is associated. Such player characters may be referred toas player-controlled or player-controllable characters.Player-controlled element(s) may move through and interact with thevirtual space (e.g., non-player characters in the virtual space, otherobjects in the virtual space, etc.). In some implementations,player-controlled characters may be capable of locomotion within thetopography of the simulated space that is included in the instance ofthe game. For example, different player-controllable characters mayinteract in the topography of the simulated space. In someimplementations, the topography may include one or more restricted areasthat are only accessible under certain conditions. In someimplementations, player-controlled elements controlled by and/orassociated with a given player may be created and/or customized by thegiven player. Individual players 123 and/or player accounts may own orcontrol an inventory of virtual goods and currency (e.g., resources of aplurality of resource types) that the individual player can use (e.g.,by manipulation of a player character and/or other player-controlledelements) and/or other items, to perform in-game actions within thevirtual space. By way of non-limiting illustration, players 123 mayinclude the first player and the second player that interact with onlinegaming platform 105. The first player and the second player may controldigital articles in or through a game hosted by online gaming platform105. In some implementations, account inventories may be managed (atleast in part) using blockchain 117 a. For example, ownership rights(and/or other types of rights) of individual virtual items included inan individual account inventory may be recorded on blockchain 117 a. Insome implementations, at least some individual virtual items (alsoreferred to as correlated entities) may correlate to individual uniquedigital articles (these may be tracked by registry servers 111). In someimplementations, individual account inventories may correspond toindividual smart contracts stored on blockchain 117 a.

In some implementations, players may be associated with particularlocations in the real world. For example, once a particular player haschecked in at a particular location in the real world, the particularplayer may be associated with that particular location, at least until anewer association is made. In some implementations, associations ofplayers with particular locations may be in (pseudo-)real-time. Forexample, the current location of the particular client computingplatform 104 that is being used to access system 100 and/or onlinegaming platform 105 may be associated with the particular player. Insome implementations, players may be able to associate with a particularreal-world location even if this is not their current actual location(e.g., by virtually attending an event that also has a real-worldlocation, such as a concert). In one or more of the same ways, playersmay associate their unique digital articles with particular locations inthe real world.

Interaction component 110 may be configured to enable, facilitate,and/or implement in-game actions by players 123 in instances of games.In some implementations, interaction component 110 may be configured tooperate in response to instructions and/or (action) requests by players123. Interaction component 110 may be configured to receive requestsfrom players 123, e.g., in-game action instructions to perform in-gameactions in the instance of the game. By way of non-limiting example,in-game actions may include one or more of performing a move, a dance, amovement, and/or another action within the game, accessing a level orarea within the game, using a particular item, weapon, or anotherresource within the game, participating in a particular game mode (e.g.,a Battle Royale mode, or team-versus-team mode), join a particularmission or team, engage in a particular type of exchange and/orchallenge between players, and/or other in-game actions. For example,one or more players may interact within online gaming platform 105 tobuild, create, gather, find, combine, and/or otherwise generate content(i.e., player-generated content). In some implementations, a playerrequest may request access to a particular type or section of a storeand/or marketplace within online gaming platform 105.

In some implementations, operations may be accomplished by interactioncomponent 110 through user interfaces 125. In particular, operationspertaining to a particular player may be accomplished or controlled orinitiated through a particular user interface 125 of a particular clientcomputing platform 104, where the particular client computing platform104 is associated with the particular player. In other words, theparticular player may interact with an instance of a game throughinteraction component 110 and/or the particular user interface 125. Insome implementations, operations by interaction component 110 may belimited, restricted, and/or otherwise controlled by other components ofsystem 100. In some implementations, interaction component 110 mayrequire acceptance from particular players (e.g., to perform certainoperations). For example, an acceptance may be required to accept aparticular offer to partake in an activity or agreement. In someimplementations, interaction component 110 may be configured to receiveindications of acceptances and/or other agreements from players.

In some implementations, interaction component 110 may be configured tofacilitate interaction of players 123 with system 100. In someimplementations, interaction component 110 may be configured tofacilitate interaction by players 123 through user interfaces 125. Forexample, a particular player may be associated with a particular clientcomputing platform 104, which may include a particular user interface125. In other words, an individual player interface 125 may beplayer-specific and/or specific to a particular client computingplatform 104. In some implementations, interaction component 110 mayfacilitate entry and/or selection through (presentation of) one or moreuser interfaces 125 (such as, by way of non-limiting example, any of theinterfaces described in this disclosure).

Account component 112 is configured to manage player accounts. Playeraccounts may be associated with players 123. Player accounts may includeand/or be associated with account inventories of virtual items. Forexample, the player accounts may include a first player accountassociated with a first player, a second player account associated witha second player, and so forth. For example, the first player account mayinclude a first account inventory of one or more virtual items, thesecond player account may include a second account inventory of one ormore virtual items and so forth. Individual players may control one ormore virtual items in their individual account inventories. In someimplementations, the first account inventory includes one or more uniquedigital articles (e.g., a first unique digital article, other uniquedigital articles, etc.). In some implementations, the second accountinventory includes one or more unique digital articles (e.g., a secondunique digital article, other unique digital articles, etc.). The firstunique digital article may be correlated with a first in-gameplayer-controllable virtual item configured to be used (e.g., playedwith) in the instance of the game. The second unique digital article maybe correlated with a second in-game player-controllable virtual itemconfigured to be used (e.g., played with) in the instance of the game,and so forth. In some implementations, virtual items (e.g., uniquedigital articles) may be associated with location information (e.g.,location within the simulated space of an instance of a game, or areal-world location).

Recording component 114 is configured to record information, assets,and/or (unique) digital articles on permanent registries. In someimplementations, the information may include executable code, such as,e.g., smart contracts. In some implementations, recording component 114may record and/or modify rights pertaining to articles. In someimplementations, recording component 114 may be configured to receive(recordation) requests to perform a recordation (e.g., of a uniquedigital article or a smart contract on a permanent registry). Forexample, recording component 114 may receive, from a first player, arecordation request to record and/or modify usage information pertainingto a first unique digital article on a first permanent registry (suchas, e.g., blockchain 117 a). In some implementations, recordingcomponent 114 may receive such requests from online gaming platform 105and/or other components of system 100. For example, a particular requestto record (rights pertaining to) a particular unique digital article maycorrespond to the issuance and/or creation of that particular uniquedigital article. When a unique digital article or other digital articleis issued and/or created, recording component 114 may record itsownership on a particular permanent registry. In some implementations, aparticular request to modify rights pertaining to a particular uniquedigital article may correspond to an exchange of that particular uniquedigital article (e.g., between two players).

In some implementations, recording component 114 may be configured torecord executable code on a particular permanent registry, such as,e.g., blockchain 117 a. In some implementations, particular executablecode may be a particular smart contract. The particular smart contractmay interact with one or more real-world information servers 119. Theparticular smart contract may be configured to receive real-worldinformation from one or more real-world information servers 119. Theparticular smart contract may be configured to perform one or moreevaluations based on the received real-world information. In someimplementations, smart contracts may be configured such that one or moreevaluations are based, at least in part, on geolocation informationassociated with players or unique digital articles. In someimplementations, the one or more evaluations may evaluate one or moreconsequences (e.g., in-game consequences). For example, a firstevaluation may evaluate whether to provide a first distribution (such asdistributing a first award to a first unique digital article) or toseize a first stake. For example, a second evaluation may evaluatewhether to provide a second distribution (such as distributing a secondaward to a second unique digital article) or to seize a second stake,and so forth. In some implementations, one or more evaluations mayfurther be based on eligibility information and/or sensitivityinformation (e.g., player-configurable sensitivity information). Forexample, sensitivity information may be specific to an individual uniquedigital article. For example, sensitivity information of an individualunique digital article may control evaluations regarding the individualunique digital article. For example, a first sensitivity may be specificto a first unique digital article, a second sensitivity may be specificto a second unique digital article, and so forth. In someimplementations, sensitivity information for a particular unique digitalarticle may be recorded on a permanent registry, e.g., as part of a setof usage information that controls usage by the owner of the particularunique digital article. In some implementations, sensitivity may becontrollable and/or otherwise configurable by the owner (e.g., the ownerof a particular unique digital article may turn sensitivity on or offper unique digital article, in other words activate or deactivate thesensitivity). In some implementations, sensitivity may be controllableand/or otherwise configurable by or through online gaming platform 105(e.g., an operator or other stakeholder of online gaming platform 105may turn sensitivity on or off for one or more unique digital articles,in other words activate or deactivate the sensitivity).

Reward component 131 may be configured to determine whether uniquedigital articles, other digital articles, accounts, and/or players 123should receive one or more of information, awards, access to in-gamecontent, access to game-specific communication channels, certificates,rewards, prizes, distribution gains, and/or virtual items. In someimplementations, reward component 131 may be configured to determinewhether particular in-game player-controllable virtual itemsparticipated in particular in-game events. As used herein, the term“event” (particularly, in-game event) may refer to in-game competitions,battles, races, hunts, searches, parties, concerts, celebrations,protests, and/or other actions, especially noteworthy ones. In someimplementations, participation in an in-game event implies anaccomplishment in the game, such as winning a competition, defeating anopponent in battle, beating an opponent in a race, succeeding in a huntor search, attending a party or concert or celebration or protest,and/or other accomplishments (that may make an event noteworthy). Insome implementations, an in-game event may be defined as a particularresult of a particular in-game action. In some implementations, thesetypes of determinations may be based on and/or responsive to actions byother components of system 100, including but not limited toregistry-analysis component 120. As used herein, the term “award” mayrepresent anything of value or use in system 100, or online gamingplatform 105, or registry servers 111, or anything that can be exchangedor otherwise traded for something of such value or use, whether tangibleor not, whether physical and/or virtual. In some implementations, onlinegaming platform 105 may determine a particular player is eligible toreceive one or more rewards or awards. Distributions in accordance withthe determined sensitivity may be made by distribution component 124. Insome implementations, (one or more elements of) such eligibledistributions may be adjusted and/or modified by adjustment component126 prior to being distributed.

Sensitivity component 116 may be configured to determine and/or controlsensitivity, eligibility, and/or availability of actions to players orto unique digital articles (e.g., modifications to recorded usageinformation). In some implementations, actions may include in-gameactions. In some implementations, actions may include providing and/orusing proof of in-game participation by a particular unique digitalarticle (e.g., through operations by video generation component 127and/or other components of system 100). In some implementations, actionsmay include distributions of awards, e.g., to unique digital articles.For example, the specific availability of a specific in-game actioninstruction (i.e., an in-game action instruction as requested) mayrequire rights pertaining to a particular unique digital article.Sensitivity component 116 may be configured to determine and/or controlsensitivity, eligibility, and/or availability of players or uniquedigital articles being exposed to consequences. For example, in someimplementations, sensitivity to a specific (potential) distribution (ora series thereof) or a (potential) specific award (or a series thereof)may be configurable by the owner of a particular unique digital article(e.g., through configuring and/or modifying the set of usage informationthat controls usage of the particular unique digital article).Alternatively, and/or simultaneously, in some implementations,sensitivity to a specific (potential) distribution (or a series thereof)or a (potential) specific award (or a series thereof) may beconfigurable by or through online gaming platform 105 (e.g., an operatoror administrative user or other stakeholder of online gaming platform105 may turn sensitivity on or off for one or more unique digitalarticles). Alternatively, and/or simultaneously, in someimplementations, sensitivity to a specific (potential) distribution (ora series thereof) or a (potential) specific award (or a series thereof)may be based on events in the real world (e.g., through real-worldinformation from one or more real-world information servers 119). Insome implementations, a particular sensitivity, eligibility, and/oravailability of actions may be based on (or modified by virtue of)particular geolocation information associated with players or uniquedigital articles. Determinations by sensitivity component 116 may beused to control operations by other components of system 100, includingbut not limited to interaction component 110.

In some implementations, sensitivity component 116 may be configured todetermine whether particular players are eligible to receive one or moreparticipation rewards or attendance awards for either a particularunique digital article participating in an online event or attending anonline event (e.g., during a particular time-limited duration, orbetween a begin time and an end time of the online event).Alternatively, and/or simultaneously, sensitivity component 116 may beconfigured to determine whether particular players are eligible toreceive one or more participation rewards or attendance awards forparticipating in a real-world event or attending a real-world event(e.g., during a particular time-limited duration). In someimplementations, sensitivity component 116 may be configured todetermine whether particular players are eligible to receivedistribution gains by virtue of owning distribution rights for one ormore particular unique digital articles.

Performance component 118 may be configured to permit and/or performrequested in-game actions, e.g., to use particular unique digitalarticles. In some implementations, grants (or permissions) to use aparticular unique digital article in accordance with a particularin-game action instruction may be granted based on one or moredeterminations by sensitivity component 116. For example, grants may begranted for certain requested in-game actions, but not for others. Forexample, particular requested in-game actions may be performed ifrequested by a first player, but not a second player. In someimplementations, performance component 118 may permit and/or performsome types of requests, but not other types of requests. In someimplementations, grants and/or performance may be prevented for certaintypes of requests, unless the pertinent (required) unique digitalarticles are currently recorded on a particular permanent registry asbeing owned by a particular player or account.

In some implementations, grants and/or performance by performancecomponent 118 may require not only a particular type of request, butadditionally may require the pertinent unique digital article (or otherdigital article that is not fungible) currently be recorded on aparticular permanent registry (or a particular type of permanentregistry). For example, a requirement for grants or performance mayinclude recordation on a private permissioned permanent registry. Insome implementations, actions by performance component 118 may beperformed responsive to particular actions or results from othercomponents of system 100, including but not limited to sensitivitycomponent 116 and/or registry-analysis component 120.

Registry-analysis component 120 may be configured to determine whetherone or more unique digital articles are recorded (on a particularpermanent registry) as being owned by a particular player and/oraccount. For example, registry-analysis component 120 may determinewhether a first unique digital article is currently recorded on aprivate permissioned permanent registry. In some implementations,registry-analysis component 120 may be configured to analyzerecordations and other transactions on one or more permanent registries,e.g., by retrieving recorded information from the one or more permanentregistries and analyzing whether any of the recorded transactionspertain to a particular unique digital article, or a set of uniquedigital articles. In some implementations, determinations byregistry-analysis component 120 may be performed responsive toparticular actions or results from other components of system 100,including but not limited to sensitivity component 116. In someimplementations, registry-analysis component 120 may be configured todetermine whether rights pertaining to a particular unique digitalarticle has ever been recorded on a public permanent registry. Forexample, actions by other components of system 100, including but notlimited to distribution component 124, may be responsive todeterminations by registry-analysis component 120. In someimplementations, determinations by registry-analysis component 120 mayoccur in real-time or near-real-time as needed for a particular in-gameaction instruction or request. In some implementations, determinationsby registry-analysis component 120 may occur as needed when usageinformation pertaining to (unique) digital articles is modified, andresults of such determinations are stored for later use by, e.g., onlinegaming platform 105, e.g., to be used when responding to a futurein-game action instruction and/or a future request.

Video generation component 127 may be configured to generate sets ofvideo information. In some implementations, a set or item of videoinformation may depict a particular player-controllable virtual itemparticipating in a particular (in-game) event, including but not limitedto an in-game competition and/or another noteworthy event. In someimplementations, operations by video generation component 127 may beperformed responsive to determinations by reward component 131 and/orother components of system 100. In some implementations, a particulargenerated set of video information may be based on information that hasbeen generated, captured, stored, and/or otherwise recorded by onlinegaming platforms 105 regarding the execution of the game. In someimplementations, a particular generated set of video information may bebased on information that has been generated, captured, stored, and/orotherwise recorded by a particular client computing platform 104, basedon view information communicated to the particular client computingplatform 104 regarding the execution of the game. For example, assume aspecific player used a specific player-controllable character(associated with a specific unique digital article) to defeat a bosswhile playing in point-of-view (POV) mode. Assume reward component 131determined defeating the boss qualifies as participating in a(noteworthy) event. Video generation component 127 may generate a set ofvideo information (e.g., a 30-second video clip) depicting the specificplayer-controllable character defeating the boss. In someimplementations, the 30-second video clip may depict the same viewinformation as was communicated to the specific player during the event.In some implementations, the 30-second video clip may be based on theview information as was communicated to the specific player during theevent. For example, the 30-second video clip may use a third-person viewrather than a POV, showing a different view of the specificplayer-controllable character. In some implementations, the 30-secondvideo clip may be re-created and/or approximated based on viewinformation that was determined during execution of the game. Forexample, the 30-second video clip may add slow-motion, special effects,lighting effects, camera movement, zooming, a higher resolution, and/orother additions or changes to produce video information with moredetails (and/or higher cinematic quality) than the video informationthat was originally presented to the specific player during the event.For example, certain overlay information (such as, by way ofnon-limiting example, menus, maps, and communication windows) may beremoved when producing the video information.

In some implementations, video generation component 127 may beconfigured to store generated sets of video information. For example, aset of video information may be stored in online gaming platform(s) 105.For example, a set of video information may be stored in externalelectronic storage, including but not limited to external resources 138,cloud-based storage, cloud storage, content-addressable memory/storage,decentralized storage, Inter-Planetary File System (IPFS), and/or otherelectronic storage that is external to one or more of online gamingplatform(s) 105, registry server(s) 111, and/or system 100. A particularset of video information may be stored at a particular location (whichmay be referred to by a particular URL). In some implementations,generated video information may include video information captured inthe real world or depicting the real world. For example, generated videoinformation may be a combination of view information presented to thespecific player during the event and captured real-world information.

Notification component 122 may be configured to notify players. Forexample, notification component 122 may notify players 123 in responseto events, distributions, in-game action instructions, consequences,modifications of sensitivities, and/or other activities in system 100.For example, players 123 may be notified when sets of video information(e.g., depicting particular first in-game player-controllable virtualitems participating in particular in-game events) have been added to theusage information of particular unique digital articles owned by players123), or are available for access and/or viewing by players 123. In someimplementations, a player may be notified responsive to a requestedin-game action (as requested through an in-game action instruction) notbeing permitted or not being performed (e.g., as determined byperformance component 118). In some implementations, actions bynotification component 122 may be performed responsive to particularactions, results, determinations, evaluations, consequences, and/ordecisions from other components of system 100, including but not limitedto sensitivity component 116, performance component 118, and/orregistry-analysis component 120. For example, notification component 122may respond to a particular in-game action instruction (by a particularplayer, and pertaining to a particular unique digital article) with aparticular response such that, responsive to a particular determination,the particular response notifies the particular player accordingly.

Geolocation component 129 may be configured to determine geolocationinformation. As used herein, “geolocation” refers to particularlocations in the real world. The determined geolocation information maypertain to a real-world location associated with players (or theirclient computing platforms 104) and/or unique digital articles. Forexample, once a particular player has checked in at a particularlocation in the real world, the particular player may be associated withthat particular location, at least until a newer association is made. Insome implementations, the determined geolocation information mayrepresent the current real-world location of a particular player. Insome implementations, associations of players with particular locationsmay be in (pseudo-)real-time. For example, the current location of theparticular client computing platform 104 that is being used to accesssystem 100 and/or online gaming platform 105 may be associated with theparticular player. In some implementations, players may be able toassociate with a particular real-world location even if this is nottheir current actual location (e.g., by virtually attending an eventthat also has a real-world location, such as a concert). Players maychoose to associate their unique digital articles with particularlocations in the real world. By way of non-limiting example, geolocationcomponent 129 may be configured to determine first geolocationinformation for a first current location of the first player, secondgeolocation information for a second current location of the secondplayer, and so forth. In some implementations, geolocation component 129may be configured to determine whether particular determined geolocationinformation meets a set of one or more (location-based) requirements. Insome implementations, requirements may include location-basedrequirements, time-based requirements, and/or other requirements. Forexample, a particular location-based requirement may be whether aplayer's current location is the same location of some event in the realworld (or, in some cases, within a predetermined distance from one ormore GPS coordinates, such as, within half a mile, a mile, 2 miles, 3miles, 5 miles, and/or another distance). For example, anotherlocation-based requirement may be whether a player's current location isin a set of locations that correspond to particular restaurants or bars(by way of non-limiting example, a set of sports bars, a set of collegecampuses, a set of professional sports arenas, a landmark, a particularnational park, etc. etc.). Time-based requirements may be based onreal-world time, such as, e.g., the current real-world time at aparticular moment. For example, a particular time-based requirement maybe whether a player's current location matches some event in the realworld during that event. In some implementations, geolocation component129 may be configured to determine a current real world time.

Distribution component 124 may be configured to distribute and/orotherwise provide one or more of information, awards, access to in-gamecontent, access to game-specific communication channels, certificates,rewards, awards, prizes, distribution gains, and/or virtual items toplayers 123. In some implementations, distribution component 124 may beconfigured to effectuate consequences (e.g., in-game consequences),including positive consequences and negative consequences for uniquedigital articles. For example, for a positive consequence, distributioncomponent 124 may provide a particular distribution of a particularaward to a particular unique digital article or player, such that thepertinent account inventory is increased by the particular award. Forexample, for a negative consequence, distribution component 124 mayseize a stake, so a particular player no longer controls or owns thisstake.

Distributions by distribution component 124 may be adjusted, e.g., byadjustment component 126. In some implementations, distributions may bebased on operations by sensitivity component 116. In someimplementations, distributions may be responsive to determinations byreward component 131. In some implementations, distributions may bebased on and/or responsive to actions by other components of system 100,including but not limited to registry server 111, a particular permanentregistry, and/or registry-analysis component 120. For example, onlinegaming platform 105 may determine a particular player is eligible toreceive one or more rewards or awards. Distribution component 124 maydistribute the one or more rewards or awards in accordance with thedetermined sensitivity. For example, a reward may be a participationreward. For example, an award may be an attendance award (e.g., for areal world event). For example, a certificate may be a certificate ofcompletion or accomplishment, which may be specific to actions withinthe instance of the game. For example, a prize may be for effort, time,and/or resources spent, specifically in the instance of the game. Forexample, particular unique digital articles may be associated withdistribution rights, and the particular player who owns thosedistribution rights may receive distribution gains in accordance withthose distribution rights. For example, distribution gains may resultfrom a particular action or activity (such as, e.g., a sale of aparticular digital article), e.g., within the online gaming platform105, involving the particular digital article.

Adjustment component 126 may be configured to adjust and/or modifydistributions, including (planned or expected) distributions bydistribution component 124. In some implementations, adjustmentcomponent 126 may be configured to adjust and/or modify consequences,such as positive or negative consequences. In some implementations,adjustment component 126 may be configured to adjust and/or modifyawards based on geolocation information (e.g., as determined bygeolocation component 129, or based on whether one or more requirementsare met, as determined by geolocation component 129). In someimplementations, adjustment component 126 may adjust and/or modify oneor more awards, certificates, rewards, awards, prizes, distributiongains, stakes, and/or virtual items that have been determined, e.g., byreward component 131 (also referred to as the determined distribution,the eligible distribution, or the determined consequence). Upon suchadjustment and/or modification, this determined distribution (oreligible distribution) may be referred to as the adjusted distribution.Distribution component 124 may distribute the adjusted distribution. Insome implementations, adjustments and/or modifications by adjustmentcomponent 126 may increase the value of one or more elements of theeligible distribution (this may provide a positive incentive toplayers). Alternatively, and/or simultaneously, adjustments and/ormodifications by adjustment component 126 may decrease the value of oneor more elements of the eligible distribution (this may provide anegative incentive to players, or, e.g., a positive incentive whendecreasing the stake that is lost). In some implementations, actions byadjustment component 126 may be performed responsive to particularactions or results from other components of system 100, including butnot limited to sensitivity component 116, geolocation component 129,and/or registry-analysis component 120.

Registry component 128 may be configured to generate sets ofinstructions for registry servers 111 (e.g., registry server 111 a)and/or one or more permanent registries (e.g., blockchain 117 a). Insome implementations, registry component 128 may be configured totransfer the generated sets of instructions to registry servers 111and/or one or more permanent registries. In some implementations, one ormore of these instructions may instruct the formation of a smartcontract and/or the recording of the smart contract on the one or morepermanent registries (e.g., blockchain 117 a). In some implementations,one or more of these instructions may call and/or otherwise invoke amethod or function of a smart contract on the one or more permanentregistries (e.g., blockchain 117 a). In some implementations, theseinstructions may instruct registry servers 111 to record and/or modifyunique digital articles, transactions, and/or rights on one or morepermanent registries, or to analyze ownership as recorded on the one ormore permanent registries. In some implementations, these instructionsmay instruct registry servers 111 to record and/or modify sets of usageinformation (e.g., ownership rights) pertaining to unique digitalarticles. For example, registry component 128 may transfer a particularset of instructions that, upon execution by blockchain 117 a, issue anew unique digital article to a particular player or particular account(i.e., record the rights and/or other usage information pertaining tothe new unique digital article, including it being owned by theparticular player or the particular account). Individual unique digitalarticles may be associated with individual sets of usage information,including but not limited to ownership rights. For example, registrycomponent 128 may transfer a particular set of instructions that, uponexecution by blockchain 117 a and blockchain 117 b, remove a particularunique digital article from blockchain 117 a and add the particularunique digital article to blockchain 117 b. For example, registrycomponent 128 may transfer a particular set of instructions that, uponexecution by blockchain 117 a and blockchain 117 b, analyze whether aparticular player owns one or more particular unique digital articles.In some implementations, a particular set of instructions may modify theusage information for a particular unique digital article, to include oradd metadata specific to the particular unique digital article. Forexample, metadata may include an identifier, a reference, a link, aUniform Resource Locator (URL), and/or other information that refers toa particular location of stored information, or to the storedinformation itself. The stored information may include one or more setsof video information, e.g., as generated by video generation component127. In some implementations, the recorded metadata for a particularunique digital article may include information (e.g., a checksum value,a hash value, a digital signature, etc.) that proves the authenticityand/or integrity of the information that refers to the particularlocation of particular stored information, or of the particular storedinformation itself.

Presentation component 133 may be configured to present interfaces(e.g., user interfaces 125) to players, e.g., through client computingplatforms 104 associated with the respective players. In someimplementations, presentation component 133 may be configured toeffectuate presentations of interfaces to players 123. In someimplementations, presentations by presentation component 133 may beperformed jointly (or at least in some cooperative manner) with one orboth of game component 108 and/or interaction component 110.Presentation component 133 may present video information to players 123.For example, a particular user interface 125 may present a particularplayer with the inventory of the player's account, including aparticular unique digital article. The particular player may select aparticular set of video information for presentation on the particularuser interface 125, depicting participation in an in-game eventinvolving the particular player. In some implementations, multiple setsof video information (related to different instances of participation)may be available for viewing by the particular player, and/or by otherplayers. Presentation component 133 may present offers (e.g., forexchanges with other players) to particular players.

Receipt component 136 may be configured to receive (sets of)instructions to add, modify, analyze, and/or remove recorded information(e.g., usage information) in blockchain 117 a. For example, receiptcomponent 136 may receive one or more sets of instructions from registrycomponent 128, online gaming platform 105, and/or other components ofsystem 100. Receipt component 136 may provide received sets ofinstructions to record component 134 for execution. In someimplementations, execution of individual ones of the instructionsreceived may include invoking one or more function calls of anApplication Programming Interface (API) 107. For example, API 107 may beconfigured to provide interactive communication between blockchain 117 aand other components of system 100. For example, in someimplementations, API 107 may support methods or functions that areimplemented as function calls to smart contracts stored on blockchain117 a. For example, in some implementations, API 107 may support methodsor functions that analyze whether a particular player owns one or moreparticular unique digital articles, one or more particular types ofunique digital articles, and/or a particular collection of multipleunique digital articles. For example, in some implementations, API 107may support methods or functions that return locations of stored videoinformation pertaining to one or more particular unique digitalarticles. For example, in some implementations, API 107 may supportmethods or functions that analyze the status of a particular (type of)sensitivity for one or more particular unique digital articles. In someimplementations, receipt component 136 may be arranged, organized,and/or otherwise included in registry server 111 and/or blockchain 117a.

Transaction component 134 may be configured to record information,including but not limited to (ownership) rights pertaining to digitalarticles, e.g., on one or more permanent registries, such as blockchain117 a. In some implementations, transaction component 134 may recordinformation on electronic storage 130 b. In some implementations,transaction component 134 may record and/or modify (usage) informationon blockchain 117 a. The information may include ownership rights,distribution rights, other rights, and/or other information. Forexample, particular recorded information may reflect rights pertainingto a particular digital article by a particular player or group ofplayers. For example, a particular unique digital article may beassociated with a three-dimensional in-game player-controllable item orcharacter that can interact with other virtual items within onlinegaming platform 105. Recorded information may be specific to a digitalarticle (i.e., article-specific). For example, distribution rights for aparticular digital article may designate rights to certain distributionsof awards upon a specifically defined in-game action (e.g., an exchangebetween players) involving the particular digital article.

In some implementations, transaction component 134 may be configured torecord information in blockchain 117 a. In some implementations,transaction component 134 may add, modify, analyze, and/or removerecorded information. For example, in accordance with receivedinstructions from receipt component 136, transaction component 134 maytransfer rights pertaining to a particular digital article from a firstowner to a second owner (e.g., from an original owner to a new owner, orfrom a loser of a challenge to a winner of the challenge) such that therecorded information on blockchain 117 a no longer reflect the rightspertaining to the particular digital article by the first player. Insome implementations, in accordance with received instructions,transaction component 134 may transfer rights pertaining to a particulardigital article temporarily, e.g., from a first owner to a temporarysecond owner such as a smart contract. In some case, a temporary ownermay be a holding account that is merely used until ownership istransferred to either the original owner or a new owner. As used herein,the term “temporary” (and derivatives thereof) refers to a transfer orto ownership that is either known to be changed and/or modified within apredetermined period, or expected to be changed and/or modified within apredetermined period. Conversely, a non-temporary transfer from a firstowner to a second owner (due to a particular exchange) can conceivablybe changed and/or reverted (back from the second owner to the firstowner) due to a separate and new exchange that is independent of thefirst particular exchange. In some implementations, in accordance withreceived instructions, transaction component 134 may transfer rightspertaining to a particular digital article non-temporarily from a firstowner to a second owner, e.g., when a particular exchange is notreversible or no longer reversible. In some implementations, transactioncomponent 134 may be arranged, organized, and/or otherwise included inblockchain 117 a.

In some implementations, transaction component 134 may be configured toobtain article-specific information (e.g., metadata, usage information,ownership rights, distribution rights, sensitivity information, and/orother information) for particular digital articles. In someimplementations, transaction component 134 may be configured to accessblockchain 117 a to obtain or modify the article-specific information(that are recorded on blockchain 117 a, e.g., in one or more smartcontracts).

Input component 135 may be configured to receive user input fromadministrative users. For example, the user input may include entryand/or selection of particular information, unique digital articles,types of digital articles, virtual items, types of virtual items, typesof characters, and/or any entity or object that interacts with any partof system 100 and/or plays a part in the operation of system 100. Forexample, an administrative user may select a particular set of uniquedigital articles (e.g., all “Camo Blankos” that have been issued, or allBlankos at a particular event) as the input set of unique digitalarticles for other components of system 100, such as sensitivitycomponent 116. Additionally, in some implementations, the administrativeuser may select a particular adjustment to be enacted by adjustmentcomponent 126 (e.g., increase the value of one or more elements of anaward or distribution) for one or more types of determinations by rewardcomponent 131 (e.g., an eligible distribution of a reward of 100 virtualcoins for leveling up a unique digital article in the selected set ofunique digital articles). As another example, the administrative usermay select a different set of unique digital articles (e.g., all “BossDino Blankos” that have been issued) as the input set of unique digitalarticles for other components of system 100. Additionally, theadministrative user may select a particular adjustment to be enacted byadjustment component 126 (e.g., decrease the value of one or moreelements of the eligible distribution, or decreases the stake for adetermined consequence) for one or more types of determinations byreward component 131 (e.g., an eligible distribution may be receivingthe distribution gains based on particular in-game actions for uniquedigital articles in the selected set of unique digital articles).

Communication component 137 may be configured to facilitatecommunication and/or interaction between administration server 115 andthe rest of system 100. For example, communication component 137 maycommunicate user input received from administrative users by inputcomponent 135 to other components of system 100, particularly onlinegaming platform 105.

Transformation component 139 may be configured to determine information.In some implementations, transformation component 139 may determinereal-world information based on events that have occurred in the realworld (e.g., based on event information regarding the events that areoccurring and/or have occurred in the real world). In someimplementations, real-world information (and/or the events they arebased on) may be deterministic. In some implementations, real-worldinformation (and/or the events they are based on) may be quantifiable.In some implementations, real-world information (and/or the events theyare based on) may be measurable. In some implementations, transformationcomponent 139 may be configured to receive the event informationregarding the events that are occurring and/or have occurred in the realworld, and the determined information may be based on this receivedevent-information. Transformation component 139 may transforminformation about the real world into real-world information for use byother components of system 100. In some implementations, real-worldinformation may include geolocation information pertaining to the eventsthat have occurred in the real world. For example, real-worldinformation for a particular competition may include not only theresults of that competition, but also geolocation information regardingthe particular competition itself, or one or more competitor(s), and/orother locations that are related to this particular competition. In someimplementations, transformation component 139 may be part of real-worldinformation server 119.

Transfer component 141 may be configured to transfer information toother components of system 100, including but not limited to registryserver 111 and/or a permanent registry. The transferred information maybe determined by another component of system 100, including but notlimited to transformation component 139. In some implementations,transfer component 141 may be configured to transfer a combination ofreal-world information and geolocation information to registry server111 and/or a permanent registry. In some implementations, transfercomponent 141 may be part of real-world information server 119.

FIG. 3 illustrates an example implementation of a user interface 300 asmay be used by system 100, in accordance with one or moreimplementations. User interface 300 may enable a particular player (say,“Alice”, not depicted) to view and/or use an account inventory and/orone or more unique digital articles controlled by the particular player.User interface 300 may include a section or field for account inventory31, and/or other graphical player interface elements. As depicted,account inventory 31 may include a list of different virtual itemsand/or articles currently controlled by Alice, including virtual items1-2-3-4-5. Account inventory 31 further depicts item informationregarding these virtual items, as indicated by item information1-2-3-4-5, which correspond to virtual items 1-2-3-4-5, respectively.Account inventory 31 as depicted may further include graphical userinterface elements such as, by way of non-limiting example, an actionbutton 32 a (which initiates an in-game action instruction). Uponengagement by Alice, in-game action instruction button 32 a may request“virtual item 1” to be used/selected for a particular request (e.g.,through a text field or a dropdown menu, as indicated by a triangle in abox). For example, Alice may request to view video clips of noteworthyevents unique digital article 15 a has participated in. User interface300 as depicted may further include graphical user interface elementssuch as, by way of non-limiting example, a video clip viewer 34, anotification element 33 a, and/or other graphical user interfaceelements. Notification element 33 a notifies the particular playerregarding a particular noteworthy event unique digital article 15participated in: “Check out this highlight when you flung a sword andkilled that Boss Dino!” Video clip viewer 34 depicts the particularnoteworthy event, and will play the related video clip when the playerselects play button 32 b. Video clip viewer 34 may play another videoclip (related to another noteworthy event unique digital article 15participated in) when the player selects next button 32 c. For example,another virtual item in user inventory 31 may be the particular swordused in the same noteworthy event, and video clip viewer 34 could playthe same or a similar video clip assuming this sword is correlatedand/or associated to its own unique digital article.

FIG. 5A illustrate exemplary blockchain 117 c as may be used by system100, in accordance with one or more implementations. FIG. 5A illustratesa blockchain 117 c that includes a block 0, a block 1, and a block 2. Astime progresses, more blocks may be added to blockchain 117 c. Theblocks within blockchain 117 c are ordered. In block 0, one article(indicated by a capital “A”) is generated and/or assigned to player “n”(U_(n)). A second digital article, a smart contract 15 x is assigned toplayer “a” (U_(a)), and a third digital article, a smart contract 16 x,is assigned to player “a” (U_(a)), which may be an administrative user.For example, smart contract 15 x and smart contract 16 x may be orinclude templates for issuing particular types of unique digitalarticles. Smart contract 15 x and smart contract 16 x may have beenposted to blockchain 117 c by a component similar to record component134.

For example, the articles in block 0 may include individual ownershiprights recorded for particular digital articles within an online gamingplatform, similar to or the same as online game platform 105. Block 1 isconnected to block 0 (as indicated by a link 50 a), for example byincluding an address of block 1 in block 0, or vice versa. Likewise,block 1 is connected to block 2, as indicated by a link 50 b. In block1, a transaction to smart contract 15 x (indicated by “Ax”) is recorded.Transaction Ax to smart contract 15 x may issue a unique digital articleto player “p”, the unique digital article being defined by metadata 52.Here, metadata 52 is correlated to a player-controllable character named“Boss Dino Blanko”, having identifier “#001”, as depicted by a linkedimage of unique digital article 15, as well as including various otherfields of information, including a digital signature that serves as acertificate of authenticity, and a list of videos depicting proof ofparticipation by this “Boss Dino Blanko” in particular in-game events.Here, the list of videos includes “Clip 1” and “Clip 2”. In block 1,another transactions from player “n” to player “j”, and from player “j”to player “k” are also recorded. In block 2, several transactions may berecorded: a transaction from player “j” to player “n”, and a transactionto smart contract 16 x (indicated by “Ay”) is recorded. Transaction Ayto smart contract 16 x may issue a unique digital article to player “p”,the unique digital article being defined by metadata 54 (here,correlated to a player-controllable character named “Dazzle Blanko”,having identifier “#010”, as depicted by a linked image of uniquedigital article 16, as well as including various other fields ofinformation, with a video labeled “Clip 3”). In block 2, anothertransaction is recorded, from player “j” to player “n”.

By way of non-limiting example, FIG. 5B illustrates a blockchain 117 dthat includes several blocks (block 3, block 4, block 5), that have beenappended to blockchain 117 c. Block 3 may be connected to block 2 (asindicated by link 50 c), block 4 may be connected to block 3 (asindicated by a link 50 d), and block 5 may be connected to block 4 (asindicated by a link 50 e). In block 3, another transaction may berecorded that modifies the rights pertaining to the unique digitalarticle (indicated by “Ax” and defined by metadata 52) to player “q”,such that player “p” no longer owns this “Boss Dino Blanko”. Block 4includes a transaction (indicated by a capital “T”) from player “k” toplayer “n”. For example, the transaction may represent a purchase of afirst virtual item by player “n” from seller player “k”. Additionally,block 4 includes a transaction to smart contract 15 x. For example, thistransaction may represent the addition of another video clip to metadata52 (e.g., this list of videos now includes “Clip 1”, “Clip 2”, and “Clip4”), which may be proof of this “Boss Dino Blanko” participating inanother noteworthy in-game event (this time while controlled by player“q” as the owner). Block 5 includes a transaction from smart contract 15x to player “q”, which may represent the distribution of an award tothis user, e.g., due to heroic events depicted in the most recentlyadded video clip linked in metadata 52 of this “Boss Dino Blanko”.Player “p” still owns a “Dazzle Blanko”, linking to a single video clip.

By way of non-limiting example, FIG. 4 depicts a view 400 of interactivegameplay by a particular player (say, “Alice”, not depicted), usingunique digital article 15 a (depicted as a particular in-gameplayer-controllable character). Other players may be active and presentin view 400 (depicting a topography of a simulated space included in theinstance of a game), for example a first player-controllable character41 (standing below a cloud 41 a), and a second player-controllablecharacter 42 (standing near an in-game structure 42 a that looks like ahouse). As the results of previous participation by unique digitalarticle 15 a in (noteworthy) events, Alice (or any other player in thisgame) may be notified as indicated by an interactive notification 401 a,labeled “Click here to see some cool stuff I did!”, and including a playbutton.

Referring to FIG. 1, user interfaces 125 may be configured to facilitateinteraction between players 123 and system 100 and/or between players123 and client computing platforms 104. For example, user interfaces 125may provide an interface through which players 123 may provideinformation to and/or receive information from system 100. In someimplementations, user interface 125 may include one or more of a displayscreen, touchscreen, monitor, a keyboard, buttons, switches, knobs,levers, mouse, microphones, sensors to capture voice commands, sensorsto capture body movement, sensors to capture hand and/or fingergestures, and/or other player interface devices configured to receiveand/or convey player input. In some implementations, one or more userinterfaces 125 may be included in one or more client computing platforms104. In some implementations, one or more user interfaces 125 may beincluded in system 100. In some implementations, user interface 125 maybe a type of interface that facilitates the exchange of virtual itemsbetween players.

Referring to FIG. 1, in some implementations, online gaming platforms105, server(s) 102, client computing platform(s) 104, administrationservers 115, registry servers 111, real-world information servers 119,and/or external resources 138 may be operatively linked via one or moreelectronic communication links. For example, such electroniccommunication links may be established, at least in part, via one ormore networks 13 such as the Internet and/or other networks. It will beappreciated that this is not intended to be limiting, and that the scopeof this disclosure includes implementations in which online gamingplatforms 105, server(s) 102, client computing platform(s) 104,administration servers 115, registry servers 111, and/or externalresources 138 may be operatively linked via some other communicationmedia.

A given client computing platform 104 may include one or more processorsconfigured to execute computer program components. The computer programcomponents may be configured to enable an expert or player associatedwith the given client computing platform 104 to interface with system100 and/or external resources 138, and/or provide other functionalityattributed herein to client computing platform(s) 104. By way ofnon-limiting example, the given client computing platform 104 mayinclude one or more of a desktop computer, a laptop computer, a handheldcomputer, a tablet computing platform, a NetBook, a Smartphone, a gamingconsole, and/or other computing platforms. In some implementations,individual client computing platforms 104 may be configured to determinegeolocation information for a current location of the individual clientcomputing platforms 104. For example, an individual client computingplatform 104 may include a geolocation sensor (e.g., a GlobalPositioning System or GPS device). The geolocation sensor may beconfigured to generate output signals conveying GPS information (e.g., aset or range of GPS coordinates) and/or other geolocation information,which may be used by the individual client computing platform 104 todetermine the current location of the individual client computingplatform 104.

Administration server(s) 115 may include one or more of servers 102 a,processors 132 a, machine-readable instructions 106 a, electronicstorage 130 a, and/or other components. Server(s) 102 a may beconfigured by machine-readable instructions 106 a. Machine-readableinstructions 106 a may include one or more instruction components. Theinstruction components may include one or more of input component 135,communication component 137, and/or other instruction components.Administration server 115 may include communication lines, or ports toenable the exchange of information with a network and/or other computingplatforms. In some implementations, administration servers 115 may beused by one or more administrative users, e.g., to configure and/orcontrol operation of system 100. In some implementations, administrativeservers 115 may include or player one or more player interfaces toreceive player input and/or otherwise interact with one or moreadministrative users.

External resources 138 may include sources of information outside ofsystem 100, external entities participating with system 100, externalproviders of computation and/or storage services, and/or otherresources. In some implementations, some or all of the functionalityattributed herein to external resources 138 may be provided by resourcesincluded in system 100. In some implementations, one or more externalresources 138 may provide information (e.g., event information regardingevents that are occurring and/or have occurred in the real world) totransformation component 139, real-world information server 119, and/orother components of system 100. In some implementations, externalresources 138 may include one or more real-world information servers orblockchain oracles.

Server(s) 102 may include communication lines, or ports to enable theexchange of information with a network and/or other computing platforms.Illustration of server(s) 102 in FIG. 1 is not intended to be limiting.Server(s) 102 may include a plurality of hardware, software, and/orfirmware components operating together to provide the functionalityattributed herein to server(s) 102. For example, server(s) 102 may beimplemented by a cloud of computing platforms operating together asserver(s) 102.

Electronic storage 130 may comprise non-transitory storage media thatelectronically stores information. The electronic storage media ofelectronic storage 130 may include one or both of system storage that isprovided integrally (i.e., substantially non-removable) with server(s)102 and/or removable storage that is removably connectable to server(s)102 via, for example, a port (e.g., a USB port, a firewire port, etc.)or a drive (e.g., a disk drive, etc.). Electronic storage 130 mayinclude one or more of optically readable storage media (e.g., opticaldisks, etc.), magnetically readable storage media (e.g., magnetic tape,magnetic hard drive, floppy drive, etc.), electrical charge-basedstorage media (e.g., EEPROM, RAM, etc.), solid-state storage media(e.g., flash drive, etc.), and/or other electronically readable storagemedia. Electronic storage 130 may include one or more virtual storageresources (e.g., cloud storage, a virtual private network, and/or othervirtual storage resources). Electronic storage 130 may store softwarealgorithms, information determined by processor(s) 132, informationreceived from server(s) 102, information received from client computingplatform(s) 104, and/or other information that enables server(s) 102 tofunction as described herein.

Processor(s) 132 may be configured to provide information processingcapabilities in server(s) 102. As such, processor(s) 132 may include oneor more of a digital processor, an analog processor, a digital circuitdesigned to process information, an analog circuit designed to processinformation, a state machine, and/or other mechanisms for electronicallyprocessing information. Although processor(s) 132 is shown in FIG. 1 asa single entity, this is for illustrative purposes only. In someimplementations, processor(s) 132 may include a plurality of processingunits. These processing units may be physically located within the samedevice, or processor(s) 132 may represent processing functionality of aplurality of devices operating in coordination. Processor(s) 132 may beconfigured to execute components 108, 110, 112, 114, 116, 118, 120, 122,124, 126, 127, 128, 129, 131, 133, 134, 135, 136, 137, 139, and/or 141,and/or other components. Processor(s) 132 may be configured to executecomponents 108, 110, 112, 114, 116, 118, 120, 122, 124, 126, 127, 128,129, 131, 133, 134, 135, 136, 137, 139, and/or 141, and/or othercomponents by software; hardware; firmware; some combination ofsoftware, hardware, and/or firmware; and/or other mechanisms forconfiguring processing capabilities on processor(s) 132. As used herein,the term “component” may refer to any component or set of componentsthat perform the functionality attributed to the component. This mayinclude one or more physical processors during execution of processorreadable instructions, the processor readable instructions, circuitry,hardware, storage media, or any other components.

It should be appreciated that although components 108, 110, 112, 114,116, 118, 120, 122, 124, 126, 127, 128, 129, 131, 133, 134, 135, 136,137, 139, and/or 141 are illustrated in FIG. 1 as being implementedwithin a single processing unit, in implementations in whichprocessor(s) 132 includes multiple processing units, one or more ofcomponents 108, 110, 112, 114, 116, 118, 120, 122, 124, 126, 127, 128,129, 131, 133, 134, 135, 136, 137, 139, and/or 141 may be implementedremotely from the other components. The description of the functionalityprovided by the different components 108, 110, 112, 114, 116, 118, 120,122, 124, 126, 127, 128, 129, 131, 133, 134, 135, 136, 137, 139, and/or141 described below is for illustrative purposes only, and is notintended to be limiting, as any of components 108, 110, 112, 114, 116,118, 120, 122, 124, 126, 127, 128, 129, 131, 133, 134, 135, 136, 137,139, and/or 141 may provide more or less functionality than isdescribed. For example, one or more of components 108, 110, 112, 114,116, 118, 120, 122, 124, 126, 127, 128, 129, 131, 133, 134, 135, 136,137, 139, and/or 141 may be eliminated, and some or all of itsfunctionality may be provided by other ones of components 108, 110, 112,114, 116, 118, 120, 122, 124, 126, 127, 128, 129, 131, 133, 134, 135,136, 137, 139, and/or 141. As another example, processor(s) 132 may beconfigured to execute one or more additional components that may performsome or all of the functionality attributed below to one of components108, 110, 112, 114, 116, 118, 120, 122, 124, 126, 127, 128, 129, 131,133, 134, 135, 136, 137, 139, and/or 141.

FIG. 2 illustrates a method 200 of providing and using proof of in-gameparticipation by unique digital articles, wherein the unique digitalarticles are associated with in-game player-controllable virtual itemsusable in instances of games within an online gaming platform, inaccordance with one or more implementations. The operations of method200 presented below are intended to be illustrative. In someimplementations, method 200 may be accomplished with one or moreadditional operations not described, and/or without one or more of theoperations discussed. Additionally, the order in which the operations ofmethod 200 are illustrated in FIG. 2 and described below is not intendedto be limiting.

In some implementations, method 200 may be implemented in one or moreprocessing devices (e.g., a digital processor, an analog processor, adigital circuit designed to process information, an analog circuitdesigned to process information, a state machine, and/or othermechanisms for electronically processing information). The one or moreprocessing devices may include one or more devices executing some or allof the operations of method 200 in response to instructions storedelectronically on an electronic storage medium. The one or moreprocessing devices may include one or more devices configured throughhardware, firmware, and/or software to be specifically designed forexecution of one or more of the operations of method 200.

At an operation 202, an instance of a game is executed within the onlinegaming platform to facilitate presentation of the game to players, andin-game actions are implemented in the instance of the game in responseto in-game action instructions for the in-game actions by the players.Presentation of the game is based on views of the game that aredetermined during execution of the instance of the game. The playersinclude a first player and a second player. In some embodiments,operation 202 is performed by a game component and/or an interactioncomponent the same as or similar to game component 108 and/orinteraction component 110 (shown in FIG. 1 and described herein).

At an operation 204, player accounts associated with the players aremanaged. The player accounts include a first player account associatedwith the first player and a second player account associated with thesecond player. The first player account includes a first accountinventory of a first set of virtual items. The second player accountincludes a second account inventory of a second set of virtual items.The first player controls the first set of virtual items in the firstaccount inventory. The second player controls the second set of virtualitems in the second account inventory. The first account inventoryincludes a first unique digital article that is associated with a firstin-game player-controllable virtual item configured to be used in theinstance of the game. The second account inventory includes a secondunique digital article that is associated with a second in-gameplayer-controllable virtual item configured to be used in the instanceof the game. In some embodiments, operation 204 is performed by anaccount component the same as or similar to account component 112 (shownin FIG. 1 and described herein).

At an operation 206, sets of instructions are generated and transferredto record and/or modify a first set of usage information pertaining tothe first unique digital article and a second set of usage informationpertaining to the second unique digital article. The first set of usageinformation includes first metadata specific to the first unique digitalarticle. In some embodiments, operation 206 is performed by a registrycomponent the same as or similar to registry component 128 (shown inFIG. 1 and described herein).

At an operation 208, a first and a second set of instructions arereceived and executed. The first set of instructions is to record, on apermanent registry implemented by a registry server, the first set ofusage information. The first set of usage information controls usage bythe first player of the first unique digital article. The second set ofinstructions is to record, on the permanent registry, the second set ofusage information. The second set of usage information controls usage bythe second player of the second unique digital article. In someembodiments, operation 208 is performed by a receipt component and/or atransaction component the same as or similar to receipt component 136and/or transaction component 134 (shown in FIG. 1 and described herein).

At an operation 210, it is determined whether the first in-gameplayer-controllable virtual item participated in a first in-game event.In some embodiments, operation 210 is performed by a reward componentthe same as or similar to reward component 131 (shown in FIG. 1 anddescribed herein).

At an operation 212, a first set of video information is generated. Thefirst set of video information depicts the first in-gameplayer-controllable virtual item participating in the first in-gameevent. In some embodiments, operation 212 is performed by a videogeneration component the same as or similar to video generationcomponent 127 (shown in FIG. 1 and described herein).

At an operation 214, the first set of video information is stored at afirst location in electronic storage. In some embodiments, operation 214is performed by a video generation component the same as or similar tovideo generation component 127 (shown in FIG. 1 and described herein).

At an operation 216, a first set of instructions is generated andtransferred to modify the first metadata. In some embodiments, operation216 is performed by a registry component the same as or similar toregistry component 128 (shown in FIG. 1 and described herein).

At an operation 218, the first set of instructions is received andexecuted to record, on the permanent registry, a first modification ofthe first metadata. The first modification adds a Uniform ResourceLocator (URL) that refers to the first location of the first set ofvideo information. In some embodiments, operation 218 is performed by areceipt component and/or a transaction component the same as or similarto receipt component 136 and/or transaction component 134 (shown in FIG.1 and described herein).

Although the present technology has been described in detail for thepurpose of illustration based on what is currently considered to be themost practical and preferred implementations, it is to be understoodthat such detail is solely for that purpose and that the technology isnot limited to the disclosed implementations, but, on the contrary, isintended to cover modifications and equivalent arrangements that arewithin the spirit and scope of the appended claims. It is to beunderstood that the present technology contemplates that, to the extentpossible, one or more features of any implementation can be combinedwith features of any other implementation.

What is claimed is:
 1. A system configured to provide and use proof ofin-game participation by unique digital articles, wherein the uniquedigital articles are associated with in-game player-controllable virtualitems configured to be used in instances of games within an onlinegaming platform, the system comprising: the online gaming platformincluding one or more hardware processors configured by machine-readableinstructions to: execute, within the online gaming platform, an instanceof a game to facilitate presentation of the game to players, andimplement in-game actions in the instance of the game in response toin-game action instructions for the in-game actions by the players,wherein presentation of the game is based on views of the game that aredetermined during execution of the instance of the game, wherein theplayers include a first player and a second player; manage playeraccounts associated with the players, wherein the player accountsinclude a first player account associated with the first player and asecond player account associated with the second player, wherein thefirst player controls a first unique digital article that is associatedwith a first in-game player-controllable virtual item configured to beused in the instance of the game, wherein the second player controls asecond unique digital article that is associated with a second in-gameplayer-controllable virtual item configured to be used in the instanceof the game; and generate and transfer sets of instructions to recordand/or modify a first set of usage information pertaining to the firstunique digital article and a second set of usage information pertainingto the second unique digital article, wherein the first set of usageinformation includes first metadata specific to the first unique digitalarticle; a registry server including one or more processors configuredby one or more machine-readable instructions to: implement a permanentregistry; and receive and execute (i) a first set of instructions torecord, on the permanent registry, the first set of usage information,wherein the first set of usage information controls usage by the firstplayer of the first unique digital article, and (ii) a second set ofinstructions to record, on the permanent registry, the second set ofusage information, wherein the second set of usage information controlsusage by the second player of the second unique digital article; whereinthe one or more hardware processors included in the online gamingplatform are further configured to: determine whether the first in-gameplayer-controllable virtual item participated in a first in-game event;responsive to determining the first in-game player-controllable virtualitem participated in the first in-game event, generate a first set ofvideo information, wherein the first set of video information depictsthe first in-game player-controllable virtual item participating in thefirst in-game event; and store the first set of video information at afirst location in electronic storage; generate and transfer a third setof instructions to modify the first metadata; and wherein the one ormore processors included in the registry server are further configuredto: receive and execute the third set of instructions to record, on thepermanent registry, a first modification of the first metadata, whereinthe first modification adds a Uniform Resource Locator (URL) that refersto the first location of the first set of video information.
 2. Thesystem of claim 1, wherein at least a portion of the first metadata isrecorded on the permanent registry.
 3. The system of claim 1, whereinthe first location in electronic storage is either electronic storageassociated with the online gaming platform or external electronicstorage that is external to the system and to the online gamingplatform.
 4. The system of claim 1, wherein the first in-game eventincludes at least one of a competition, a battle, a race, a hunt, and asearch.
 5. The system of claim 1, wherein participation in the firstin-game event implies an in-game accomplishment by the first player. 6.The system of claim 1, wherein the first set of video information isbased on the views of the game, determined during the execution of theinstance of the game, that are specific to the first player controllingthe first in-game player-controllable virtual item during occurrence ofthe first in-game event.
 7. The system of claim 1, wherein the one ormore hardware processors configured by machine-readable instructions to:present, through a user interface on a client computing platform,information regarding the first in-game player-controllable virtual itemto the first player, wherein the information includes the first set ofvideo information.
 8. The system of claim 1, wherein the one or morehardware processors configured by machine-readable instructions to:present, on a client computing platform, a user interface to the firstplayer, wherein the user interface is configured to receive player inputfrom the first player, wherein the first user interface enables, throughthe player input, the player to: transfer the first unique digitalarticle from the permanent registry to a public permanent registry suchthat, subsequent to the transfer, the first unique digital article is nolonger recorded on the permanent registry but is recorded on the publicpermanent registry.
 9. The system of claim 8, wherein the first set ofvideo information is accessible to any user of the public permanentregistry.
 10. The system of claim 1, wherein the first in-gameplayer-controllable virtual item is a first in-game player-controllablecharacter, wherein the first set of video information further depictseither the first player or the first in-game player-controllablecharacter attending a particular real-world event within a particulartime frame.
 11. A method of providing and using proof of in-gameparticipation by unique digital articles, wherein the unique digitalarticles are associated with in-game player-controllable virtual itemsusable in instances of games within an online gaming platform, themethod comprising: executing, within the online gaming platform, aninstance of a game to facilitate presentation of the game to players,and implementing in-game actions in the instance of the game in responseto in-game action instructions for the in-game actions by the players,wherein presentation of the game is based on views of the game that aredetermined during execution of the instance of the game, wherein theplayers include a first player and a second player; managing playeraccounts associated with the players, wherein the player accountsinclude a first player account associated with the first player and asecond player account associated with the second player, wherein thefirst player controls a first unique digital article that is associatedwith a first in-game player-controllable virtual item configured to beused in the instance of the game, wherein the second player controls asecond unique digital article that is associated with a second in-gameplayer-controllable virtual item configured to be used in the instanceof the game; generating and transferring sets of instructions to recordand/or modify a first set of usage information pertaining to the firstunique digital article and a second set of usage information pertainingto the second unique digital article, wherein the first set of usageinformation includes first metadata specific to the first unique digitalarticle; receiving and executing (i) a first set of instructions torecord, on the permanent registry, the first set of usage information,wherein the first set of usage information controls usage by the firstplayer of the first unique digital article, and (ii) a second set ofinstructions to record, on the permanent registry, the second set ofusage information, wherein the second set of usage information controlsusage by the second player of the second unique digital article;determining whether the first in-game player-controllable virtual itemparticipated in a first in-game event; responsive to determining thefirst in-game player-controllable virtual item participated in the firstin-game event, generating a first set of video information, wherein thefirst set of video information depicts the first in-gameplayer-controllable virtual item participating in the first in-gameevent; storing the first set of video information at a first location inelectronic storage; generating and transferring a third set ofinstructions to modify the first metadata; and receiving and executingthe third set of instructions to record, on the permanent registry, afirst modification of the first metadata, wherein the first modificationadds a Uniform Resource Locator (URL) that refers to the first locationof the first set of video information.
 12. The method of claim 11,wherein at least a portion of the first metadata is recorded on thepermanent registry.
 13. The method of claim 11, wherein the firstlocation in electronic storage is either electronic storage associatedwith the online gaming platform or external electronic storage that isexternal to the system and to the online gaming platform.
 14. The methodof claim 11, wherein the first in-game event includes at least one of acompetition, a battle, a race, a hunt, and a search.
 15. The method ofclaim 11, wherein participation in the first in-game event implies anin-game accomplishment by the first player.
 16. The method of claim 11,wherein the first set of video information is based on the views of thegame, determined during the execution of the instance of the game, thatare specific to the first player controlling the first in-gameplayer-controllable virtual item during occurrence of the first in-gameevent.
 17. The method of claim 11, further comprising: presenting,through a user interface on a client computing platform, informationregarding the first in-game player-controllable virtual item to thefirst player, wherein the information includes the first set of videoinformation.
 18. The method of claim 11, further comprising: presenting,on a client computing platform, a user interface to the first player,wherein the user interface is configured to receive player input fromthe first player, wherein the first user interface enables, through theplayer input, the player transferring the first unique digital articlefrom the permanent registry to a public permanent registry such that,subsequent to the transfer, the first unique digital article is nolonger recorded on the permanent registry but is recorded on the publicpermanent registry.
 19. The method of claim 18, wherein the first set ofvideo information is accessible to any user of the public permanentregistry.
 20. The method of claim 11, wherein the first in-gameplayer-controllable virtual item is a first in-game player-controllablecharacter, wherein the first set of video information further depictseither the first player or the first in-game player-controllablecharacter attending a particular real-world event within a particulartime frame.